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Good day, I have been playing mostly Inquisition for a long while now, but since the new codex is not coming any time very soon I have decided to make a SM army, one with an ever-updated codex.
Since I want to stay faithful to the overall theme of my army I would like to make some conversions: Scouts will be Inquisitorial storm troopers, HQ an Inquisitor or something of that sort, Space marines will be converted to Deathwatch.
The Deathwatch part really makes me uncomfortable though, considering that I am sure the army will grow to 2000-3000 points, how common for 3-4 kill teams to operate at the same time at the same place.
Can dreadnoughts remain in custody of the Inquisition should a warrior died during service? In other words how fluffy is it to include one or two in a force.
Now to the gaming part:
When I lived in Moscow SM forces were very rare in tournaments so I don't have a good grasp on what is working and what is not. I remember a Deathwing guy always losing though, so I guess its a no-no.
Please take a look at this list and say how a unit will perform if it will at all, and can he be included at a larger force.
Vulkan - 190
He is a bit of a cookie-cutter but he gets the job done imo, coming from an ex-witch hunter he is a godsent. And he will present a very good model to convert to an inquisitor lord.
Sternguard - 175
Sergeant - Melta-bombs
Deathwatch at its prime imo, although I do lack the numbers and the fist. Vulkan most likely will travel with them to cover their lack of CC should they get into melee.
SM Tactical Squad - 250
Sergeant - Power fist, combi-melta
Plasma Cannon X1
They should generally go in a first wave of drop pods and either sit on a middle objective or pop a tank on arrival. I gave one guy a plasma cannon in case I want to combat-squad them as they come out of the pod.
SM Scout Squad - 185
Sergeant - Combi-melta, Power Fist
Bolt pistol + CCW X4
Sniper rifle X4
Heavy Bolter X1;
These will be combat squaded from the get-go, one unit will entrench at a home objective and the other will be in a land speeder.
Land Speeder Storm - 65
This looks like an amazing unit as well as a great conversion opportunity. From what I read on your forums it performs well and has a good utility overall.
Melee Scouts can be used to break weak units in the back lines and destroy an occasional vehicle.
SM Scout Bike Squadron - 135
Sergeant - Power fist, Astartes grenade launcher
Astartes grenade launcher X2
This looks to me as a good unit to counter some entrenched forces early in the game and are quite durable; In later expension I believe adding a body and a beacon for a drop pod would be useful. Cluster mines can be used quite well to counter certain objectives and to give some uncertainty to the opponent later in the game for a small amount of points.
1000 points overall. The first expansion will be buffing Sternguard to 10, and maybe a dreadnought or another tactical squad.
I would greatly appreciate all your input about fluff and the performance on the table. Kindest regards!
Last edited by WhiteRussian; May 3rd, 2010 at 18:09.
A Vulkan list at 1000 points is going to be tough. Most Vulkan lists try to take advantage of his Twin-Linking Meltas and Flamers and Master-Crafting THs. At 1000 points you probably can't fit enough stuff in there to take advantage of him. My advice for a SM beginner, would be to try and figure out how you want to play your army, and build around that.
That being said, for a Vulkan list at 1k...
I would drop the scout bikers and put them towards more sternguard and more combi-weapons. If you put ten of them in a pod, with 6 combi-weapons (filling the 135 point gap), with Vulkan, you could have maybe 3 combi-flamers and 3 combi-meltas. With ten of them you can combat squad them into 5 man units, with Vulkan leading one of them.
The tactical squad is fine with a plasma cannon, though a Multi-melta benefiting from TL-status would work too. You wouldn't get to use it the turn they drop, but it could easily kill tanks at up to 24" (and especially at 12" and under).
Overall, pretty good. You've got a decent strategy for 1k with Vulkan. My advice for higher point levels would be to get some TH/SS terminators into the army somehow. Master crafted TH/SS are just nasty. At much higher point levels (2k minimum) Pedro Kantor works well too, since he makes your sternguard scoring. Having a bunch of Sternguard pile out of drop pods with TL-combi-weapons is just nasty, and then having them objective sit is even nastier. Especially since Sternguard are incredibly difficult to peel off of objectives.
if you wanted to make a fluffy deathwatch why not take pedro kantor he makes sternguard scoring max out on them and i have deathwatch army up on here for C&C no ones commented yet but i think its going to work take a look i use scouts as storm troopers to but with snipers and either HB or ML land speeder storms are a bit meh in my opinion, if y ou hunt around there's a short story about a deathwatch marine turned dred.
tbh its a good list apart from the storm and scout bikers other things do there jobs better for about the same price id take a normal bike squad over scout bikes and lss is but it still only has scouts in it which are ok against tau but nowt else tbh take a normal landspeeder over it.
have a look at my army list (vanilla death watch) the way im running my sternguard is podding in then have 3 with combi flamers and 2 hvy flamers(so underrated i no you lose special ammo but they are handy) and the other combat squad 5 combi melta to kill that tank on the turn you land hope my ramblings help a bit
i rock my world